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#31
Farsite Colonies / Custom Map #5856: The End. By...
Last post by AutoPost - October 29, 2025, 03:02:55 AM
This topic is for discussion of map #5856: The End


Author: Bananabroom v2
Size: 320x200
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#32
Colonial Space Map Discussion / Custom Map #11616: S03-15 - Py...
Last post by AutoPost - October 28, 2025, 10:55:17 PM
This topic is for discussion of map #11616: S03-15 - Pyrk - Moon Vis-E


Author: LappySheep
Size: 147x75

Desc:
Another map in the series. Read https://lappysheep.github.io/S03_info/ as always, for in-depth details.
#33
Farsite Colonies / Custom Map #5855: Collet as Or...
Last post by AutoPost - October 28, 2025, 09:50:21 PM
This topic is for discussion of map #5855: Collet as Ore 2


Author: EZM
Size: 320x200
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#34
Farsite Colonies / Custom Map #5854: Dark and Dar...
Last post by AutoPost - October 28, 2025, 06:17:17 PM
This topic is for discussion of map #5854: Dark and Darker


Author: Bananabroom v2
Size: 192x120
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#35
Colonial Space Map Discussion / Re: Custom Map #7756: J's Grav...
Last post by toolforger - October 28, 2025, 06:12:40 PM
I don't even know one is supposed to survive the initial two spore waves!
Building and supplying 14 beams to kill the incoming spores would be easy enough, but then the resource packs are spent, there's not enough place to build reactors, so the second wave will get me anyway - if I'm very, very clever, I may secure some energy packs outside the inner ring, but these don't survive for long.
Oh, and there's already creeper seeping into the middle, so I'd have to build at least some cannons.

I am pretty sure I'm missing something, but what is it?
#36
Colonial Space Map Discussion / Re: Custom Map #11610: CSM B-2...
Last post by Builder17 - October 28, 2025, 02:38:22 PM
Quote from: Loren Pechtel on October 27, 2025, 04:39:32 PMWhat's the point of the upgrader and boom in the corner?  By the time I got close enough to consider using the upgrader all that was left was that one block, the bomb goes off but you win at that point.

Top left area was originally going to be harder, but I didn't want to change it anymore and forgot to remove
the upgrader.

The boom in the corner is there to give player another chance for using Defuser
factory chip in case they already destroyed other dark blue emitter before using it. :)
#37
Colonial Space Map Discussion / Re: Custom Map #11601: 2025 PA...
Last post by fielding - October 28, 2025, 02:09:07 PM
Thank you for not only making a new map but a PAC one at that. Lots of fun.
#38
Colonial Space Map Discussion / Re: Custom Map #11615: Unbelie...
Last post by spirix - October 28, 2025, 12:18:10 PM
Quote from: DWCW3 on October 28, 2025, 10:42:49 AMWhat am I missing here?  The shield generator on the first power zone keeps respawning instantly and there's no progress happening after 20 minutes.  Is there another emitter somewhere that I can't see under all the shield glare?

Terps can be helpful to block line of sight for weapons, keyboard shortcuts for selecting terrain height works in PAC maps.
#39
Colonial Space Map Discussion / Re: Custom Map #11615: Unbelie...
Last post by DWCW3 - October 28, 2025, 10:42:49 AM
What am I missing here?  The shield generator on the first power zone keeps respawning instantly and there's no progress happening after 20 minutes.  Is there another emitter somewhere that I can't see under all the shield glare?
#40
Colonial Space Map Discussion / Re: Custom Map #11615: Unbelie...
Last post by spirix - October 28, 2025, 04:20:29 AM
a bit laggy but it gets better as the creeper expands. Great map again, thanks!